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Titans lack range, but ISDF walkers are great!

Started by appel, March 01, 2004, 08:41:49 PM

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Avatar

DF, As a Scion lover (but bad Scion Commander) I have to thank you for your insightful, informative, civil posts.  Keep 'em coming...  

Now, what do you think about the ISDF GT in 1.3 vs Scions?   What does the good Scion Commander use to take them down, especially when they're backed with Treaded Rocket Tanks and Chain Turrets, or have 'smart' Service Trucks behind them?

I miss watching Maulers run through the pretty green bolts to stand at the base of a GT and spray it to death...  

-Av-

Aegeis

They still can, I've done it, just leaving it to a human to do it though is more reliable than the ai since the the gt can throw the ai off, also if the mauler gets distracted it will try and attack whatever attacked it first even if it is not what u told it to target in the first place.

DarkFox

Avatar - Acid mortars in 1.3 are incredibly powerful against none and light armour, which includes turrets and service trucks. They also have a much longer range now, long enough to outrange bases. Howitzers are more powerful now, too, making archers more effective at taking out bases...

If one mauler attack fails, all the rest probably will, so your best bet is to go for a spire walk and try to get an archer to fire an acid mortar in there. Remember that spires and archers can be very well defended using sonic cannons (not wave) to counteract mortars, and with a lot of work and time, you will eventually crack the base from attrition and pool-hogging.
The other great thing about using sonic is, obviously, that it helps you spirewalk with builder pushing.

Sometimes sneaking an archer in is viable too, since in 1.3 one or two acid clouds is all that's required to do the necessary damage, and it doesn't matter that the first archer shot always misses it's mark - it'll still be close enough to deal massive damage.

Finally, remember that even if your mauler rush fails, you still have blink, which should make losing nearly impossible.

I feel the pain though - the boring spirewalk seems to take forever, and you can easily go for a good half hour feeling like you're getting nowhere. Horrible aint it?

As a final note - when I first saw the new acid mortar, I viewed it as a little overpowered. Before you make judgement, remember that the pod can be destroyed before it gets to do too much damage.

PhoeniX-FlamE

also.. when u spire walk and ur spires getting mortared  can just stand there still morphed after pushing the builder and just wave the mortars away while waiting few secs for new spire + the spire attacking something or w/e...

also, against gts... well get scout / warior with absrobotain.. - hit and run..
get the gt to like red... (then ull be red) and blink btb for a pod...

hit and run tactics

SilverB1rd

just throwing ideas around for darkfox to comment on

First: What if the walker could turn fast enough to defend itself from a lone attacker?

Second: What if the archer had a slight higher armor and health rating so a pilot with a pulse rifle could not kill them?

Red Devil

Oh sure, a couple, but taking down the Powers and Factory beforehand limited their response numbers (plus I could bring in replacements if needed) then they were easy pickings.  After that, it was just Boom!.....Boom!.....Boom! for a little while, then I played with  blasting the Scouts for awhile.  It's even easier with the Smart and Hyper trucks.

Love that Blast Cannon sound... the mortars too.

Quote from: DarkFoxThose SP tanks didn't kill your trucks?
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Red Devil

I'd like to say that it isn't always best to kill things in the field.  Just soften them up some, down to red, so that your defenses can pick them off near base.  Better to have them deliver their soon-to-be scrap hulks to your protected Scavs than have them be easy targets out in the field.

Same thing with enemy Ex-tractors and bases. Just soften them up, down to red, before your guys make the final assault.  Then before the final assault, finish off their pools. That way, their Constructors/Builders won't have scrap - or time - to replace everything at once.

(Won't work if they have Smart or Hyper trucks though)
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MowerMan

Well Red Devil, that is very smart play...  You have also illustrated why it is bad to have the service trucks automonously heal a base.  That really is the commander's job, and your good strategy is rendered useless by service trucks that take responsibility away from the opposing player.

Red Devil

But that's the beauty of it. :-)  It forces you out of the usual strategy and forces you to develop new tactics which you can use to develop new winning strategies, thus making BZ even more enjoyable.

With the advancements in PC technology taking place and 1.3, CPU/graphics lag will no longer be a factor and massive battles and assaults will soon become the norm.

How many have played Greenheart's MPI Firestorm?  You should have seen it while it was being developed. Attack waves of 10-20 SP Sabres, RT's, AT's, and Scouts repeatedly coming at your base before it was toned down a bit.  One tip: It's best to go in and recon their base first...

But, I digress.

DF - as always - makes good cases for keeping the Titan weapon range as is.
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Juvat

How do you get a wasp missle then when in Scions.  It dosn't show up on my menu's

Cheers

Red Devil

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aougli

Can you customise it in the Kiln/Forge?  I'm not sure a Wasp crate can be dropped as a power-up.

technoid

I don't think so (but I'm at work, so I can't tell or remember).  Multi-lock is the combat version of Waspy.  But again I ask, would it be good to resize the Wasp to a smaller version, from anywhere from 10% to 50%?  One thing that keeps a bunch of Lancers from using Wasps well are that they get in the way of each other.  That's probably a good thing for the targets, but I've always seen Wasps as just too big of a rocket (bigger than ISDF cruisers) and just as big as the Lancers themselves. "Balloon missiles" I also call them.

GreenHeart

Quote from: Red DevilHow many have played Greenheart's MPI Firestorm?  You should have seen it while it was being developed. Attack waves of 10-20 SP Sabres, RT's, AT's, and Scouts repeatedly coming at your base before it was toned down a bit.  One tip: It's best to go in and recon their base first...

Large attack waves were caused by the DistributeUnits Plan in the aip files which was grabbing units & sending them to defend buildings.  When the dll switched aip all those units would get picked up by the idle dispatcher & sent to attack Player's Base or Extractors. The FPS dropped to almost zero
when a large amount of units were built. The problem was eliminated to ensure that IA\MPI games will remain playable reguardless of how long you are play.
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Many failures will take place in the process of attempting to achive your goal. It don't matter how many times you fail, Its how much you've learned each time since its apart of the learning process.

Red Devil

It sure was a rush when it happened though!  ;-)  It doesn't do it any more. GreenHeart did a great job working to get it to work well.  :-)
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